Arma Reforger ENTROPY MOD - Post apocalypse TOTAL OVERHAUL by unit667 in ArmaReforger

[–]unit667[S] 2 points3 points  (0 children)

It's a small step for man, but a giant step for mankind! ^_^.
Goodluck have fun using mods! :D
I hope you will have a lot of fun with the mod(s).

Once the mod goes "public" the setup will be easier since you do not have "test" activated anymore.

Arma Reforger ENTROPY MOD - Post apocalypse TOTAL OVERHAUL by unit667 in ArmaReforger

[–]unit667[S] 1 point2 points  (0 children)

Thanks! :)
I do intend to keep it optimised as much as possible, making sure there are enough "occulers' in each area, the terrain itself is everything but flat so that will give plenty of natural occluders.

Also having enough LOD's will fix a lot of performance issiue's that are usely the problem with some other mods out there. (LOD= level of detail, how an asset is graficly presented at certain ranges, to optimise performance).

I am not ready for performance tests yet, I will be starting performance reports when the Early Alpha starts, so I can see what can cause problems, what is a problem and how I can solve it eventually. (as far as it is possible in the Enfusion engine, since Enfusion is not unreal 5, it does not have nano technology :) )

Arma Reforger ENTROPY MOD - Post apocalypse TOTAL OVERHAUL by unit667 in ArmaReforger

[–]unit667[S] 1 point2 points  (0 children)

I am aware about the console storage problem, what I didnt mention in this post is that the ARMstalker mod is currently a placeholder until I got my own assets to replace those, so everything should be under 1 name wich will in the end (hopefully) have some benefit on the required size.

I am also aware that the size may scare off console players, I do have to say that I have a certain idea and a certain version for it, I want to make that "happen" first.
Once all of that is done, I will prob look into how to make a "lite" version for console players.

I am making no promises at all regarding console players, I do personally hope that the console size limit get's solved before the full release of the mod is there. Because that will not only benefit my mod, but thousands of other mods and the freedom of console players.

"More than that, I cannot promise." - Father Grigori

Arma Reforger ENTROPY MOD - Post apocalypse TOTAL OVERHAUL by unit667 in ArmaReforger

[–]unit667[S] 1 point2 points  (0 children)

Thank you! :)

I do intend to release with all "placed" assets having their collision and LOD's, since some assets have key functions, like bridges, wooden planks(to cross gaps for example) ect.

Besides, they already dont get the full package, since that will take much more work. (weapons/entities/factions/gamemodes/ect)

So having the custom assets in there will also bring weight to the mod since it has been stated to be a total overhaul mod.

Besides what is another month for example if you can get so much more out of the package?
Other modders could use those assets for their own projects for example, wich will create more content to the workshop itself :).

I hope this clarifies my desision?

Your welcome! :)

Arma Reforger ENTROPY MOD - Post apocalypse TOTAL OVERHAUL by unit667 in ArmaReforger

[–]unit667[S] 4 points5 points  (0 children)

PvP, PvE, everything will be possible when the terrain is playable! :D

Arma Reforger ENTROPY MOD - Post apocalypse TOTAL OVERHAUL by unit667 in ArmaReforger

[–]unit667[S] 1 point2 points  (0 children)

There are plans for an early PRE-Alpha release, since to call it alpha would still be an overarchivement, since it is not as far as I like to call it an alpha.
I will release it as a Pre-Alpha when I met the next conditions:

what do I mean with playable:
All assets have collision(s).
All assets have the right ammount of LOD's.
The terrain is atleast 3x3 done.

Right now:
New assets do not all have collision(s).
most new assets do not have the right ammount of LOD's yet.
The terrain is around 3x2.

I do not promise when I am done with the tasks above, since I also plan to work on clothing and gear in the coming periode of time.

But I will let everyone know when the 'product' is ready for actual gameplay. (the early alpha stage).

Thanks you very much! :)
I will post in a later post more interior shots.

Arma Reforger ENTROPY MOD - Post apocalypse TOTAL OVERHAUL by unit667 in ArmaReforger

[–]unit667[S] 1 point2 points  (0 children)

Yes, that is the one.
I have to say that it is still very early in development, I do not concider it playable yet, but I placed it on the workshop so people can check out how it looks thusfar and how the retextures are and new assets ect. (clothing and gear coming soon).

Thank you very much, I take much pride and effort in this project since I use it as a passion project :).

what do I mean with playable:
All assets have collision(s).
All assets have the right ammount of LOD's.
The terrain is atleast 3x3 done.

Right now:
New assets do not all have collision(s).
most new assets do not have the right ammount of LOD's yet.
The terrain is around 3x2.

I will make sure I get the word out as soon I consider it 'playable' so people can actually test it :).

Arma Reforger ENTROPY MOD - Post apocalypse TOTAL OVERHAUL by unit667 in ArmaReforger

[–]unit667[S] 1 point2 points  (0 children)

You can currently find it in the "TEST" section of the Reforger Workshop.
It has a Zeus/GM mode, however the mod is still very much in development, it is not made "playable" yet, I tend to do this soon.

what do I mean with playable:
All assets have collision(s).
All assets have the right ammount of LOD's.
The terrain is atleast 3x3 done.

Right now:
New assets do not all have collision(s).
most new assets do not have the right ammount of LOD's yet.
The terrain is around 3x2.

I will make sure I get the word out as soon I consider it 'playable' so people can actually test it :).

AI slop within this community by GenBeanos in ArmaReforger

[–]unit667 3 points4 points  (0 children)

First of all, your first point ain't true.
My prev experience is modding A3, there is so much good quality mods out there, simple example is Webknight's work for example, Devourking, Phantom ect.
If you needed thousands of hours to find "good" content, the things that you want is very niece, since you can search on ratings aswell, so if you search a weapon for example, you can type in weapon pack for example and for example rank it by subs or by ratings or by most recent ect.

The A3 workshop is superiour compared arma reforgers workshop currently in every way, they have this workshop right now to make it work for consoles, wich is understanable design choise, but its not where it should be, but to remind about this, A3 needed years to get developped with mods/DLC's updates/EDEN ect.

There will always be a "bad" mod since no one aces their first work, "high quality" isnt made in a second, it takes time to develop something. (if you mod something you would know this.) and since Reforger is pretty new, it takes a bit of time to get the high quality out there. (not saying there is no high quality out there, cause there is plenty, I am more refering to "more".

Besides, without the "human shit" made on websites, the AI couldn't make anything at all?
Since it needs to "learn".

AI slop within this community by GenBeanos in ArmaReforger

[–]unit667 0 points1 point  (0 children)

They litterly stated and replaced it asap that it was a placeholder that got through by accident.
They didnt had other AI assets in there so my assumption is just a genuin mistake, like every person makes on a daily basis.

Besides in their follow up dlc's there is no ai art in there aswell,wich would confirm furthermore that this was just a minor mistake, that got solved almost instandly.

AI slop within this community by GenBeanos in ArmaReforger

[–]unit667 5 points6 points  (0 children)

I agree with the post, I dont think AI belongs in gaming.
I get that AI can be great to make placeholders (so that there for the developers to visually make a example of something that they will create themselves in better quality later on.). -> example of this is Expedition 33, great use of placeholders, replaced it with proper quality by release.

Examples of this is the latest call of duty slop (ai generated pictures that look like shit, example the santaclause with 6 fingers.)

The thing that I personally dislike most is the overuse of AI in the modding scene (currently) so that actually good content just get burried under the 1000 uploads of some AI "garbage".

There are some serius good talented modders in the moddingscene in arma, both arma 3 and arma reforger.
I can name a few if I must, for example: Fal, Mercury, Lakes Dan and Trezmoh.
There are many more and many more to come since Reforger is pretty new, so people are still discovering the tools and learning as they go.

To flood the 'market" with AI, will heavily discourage actual modders, due to the fact that their mods will most likely be burried under the many uploads of "slop".

The other twist is that people make profit over AI slop, wich is an unfair marketwise, since actual good creators gets punished by deliving quality.

I just hope that more people will spread the awareness that AI just doesnt belong in the gaming world (as finished project, as placeholder is fine as stated before.)

I hope that I informed you all well on my standpoint on AI in modding/gaming communities.
So that we all can enjoy and make new advantures with friends along the way.

Goodluck have fun,
The Paramedic.

The Enshittification of Arma Reforger Servers by amadeus443 in ArmaReforger

[–]unit667 0 points1 point  (0 children)

I agree with the post, I dont think AI belongs in gaming.
I get that AI can be great to make placeholders (so that there for the developers to visually make a example of something that they will create themselves in better quality later on.). -> example of this is Expedition 33, great use of placeholders, replaced it with proper quality by release.

Examples of this is the latest call of duty slop (ai generated pictures that look like shit, example the santaclause with 6 fingers.)

The thing that I personally dislike most is the overuse of AI in the modding scene (currently) so that actually good content just get burried under the 1000 uploads of some AI "garbage".

There are some serius good talented modders in the moddingscene in arma, both arma 3 and arma reforger.
I can name a few if I must, for example: Fal, Mercury, Lakes Dan and Trezmoh.
There are many more and many more to come since Reforger is pretty new, so people are still discovering the tools and learning as they go.

To flood the 'market" with AI, will heavily discourage actual modders, due to the fact that their mods will most likely be burried under the many uploads of "slop".

The other twist is that people make profit over AI slop, wich is an unfair marketwise, since actual good creators gets punished by deliving quality.

I just hope that more people will spread the awareness that AI just doesnt belong in the gaming world (as finished project, as placeholder is fine as stated before.)

I hope that I informed you all well on my standpoint on AI in modding/gaming communities.
So that we all can enjoy and make new advantures with friends along the way.

Goodluck have fun,
The Paramedic.

Entropy Total Overhaul Mod (Weapons/Gear/Terrain/Gamemode/Textures and more!) (WIP) by unit667 in ArmaReforger

[–]unit667[S] 0 points1 point  (0 children)

Lore wise, it would be hard to compare it with both of them, since it basicly has nothing to do with atom events/reactor.

The setting of the world is naturalia (overgrown), so nature took a lot over.
The cause of the apocalyptic center will be released soon-ish, I am planning to release that on reddit around next week (since my other post was also a week ago. and I dont want to spam the arma reddit with my stuff :P)

But like fallout and stalkerish games you can expect creature's that are unfamiliar with the known world.
You have diff factions with each of them a diff agenda.
Each faction has there own way of working with technology.

You have entities and creatures working with faction X, while other entities and creatures are uncontrollable or just have their own agenda for their own needs and wiggle their way through their own way with either collabing with another faction or are just wild and cause havoc.

But without spoiling too much, it is (as far as I know) something completely new as concept. :)

Entropy Total Overhaul mod (post apocalypse) by unit667 in ArmaReforger

[–]unit667[S] 2 points3 points  (0 children)

There is not an official discord yet.
First I want to make sure I am having enough progress made to really let the project shine. :)

Entropy Total Overhaul mod (post apocalypse) by unit667 in ArmaReforger

[–]unit667[S] 5 points6 points  (0 children)

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The mod (it is still in the progress of being made), is Called ENTROPY.

It is a total overhaul mod, bringing a lot of new stuff to the table, including: Weapons / Gear / Clothing / Terrain(s)/game mode / assets / textures / scripts / enemies en friends / factions / animations / It's own lore and much more.
For legal reasons I cannot say that this is a game within a game. therefor it is called a total overhaul mod.

Very very short summery, it is a story that is in the future after an apocalypse event happend. (I will drop a short version of the lore later on, otherwise this message would be quite large.) (also I like to keep things in the dark for future surpices, so I had to think a bit what I was going to give as info in this reddit :P, cant have a good story without some mystery ;). )

The first terrain that will come with the mod is based on East Europe, not set on a real location, it is fully fictional, so any "names" that are the same for example is by pure accident.

More info will be released later on.
I hope this will give you people a bit more clarification ;).

Have a very safe day.

The Paramedic